diff --git a/Shaders/raytrace/raytrace_brute.cso b/Shaders/raytrace/raytrace_brute.cso index 6f146e02..5b25878a 100644 Binary files a/Shaders/raytrace/raytrace_brute.cso and b/Shaders/raytrace/raytrace_brute.cso differ diff --git a/Shaders/raytrace/src/raytrace_brute.hlsl b/Shaders/raytrace/src/raytrace_brute.hlsl index 2b3df47c..4fd0a534 100644 --- a/Shaders/raytrace/src/raytrace_brute.hlsl +++ b/Shaders/raytrace/src/raytrace_brute.hlsl @@ -129,7 +129,7 @@ void closesthit(inout RayPayload payload, in BuiltInTriangleIntersectionAttribut uint2 size; mytexture0.GetDimensions(size.x, size.y); - float3 texpaint0 = pow(mytexture0.Load(uint3(tex_coord * size, 0)).rgb, 2.2); + float3 texpaint0 = mytexture0.Load(uint3(tex_coord * size, 0)).rgb; float3 texpaint1 = mytexture1.Load(uint3(tex_coord * size, 0)).rgb; float3 texpaint2 = mytexture2.Load(uint3(tex_coord * size, 0)).rgb; float3 color = payload.color.rgb * texpaint0.rgb; diff --git a/Shaders/raytrace/src/std/math.hlsl b/Shaders/raytrace/src/std/math.hlsl index f5ed48d1..437062ff 100644 --- a/Shaders/raytrace/src/std/math.hlsl +++ b/Shaders/raytrace/src/std/math.hlsl @@ -9,9 +9,9 @@ void create_basis(float3 normal, out float3 tangent, out float3 binormal) { // normalize(float3(0.0, normal.z, -normal.y)) : // normalize(float3(-normal.z, 0.0, normal.x)); // binormal = cross(normal, tangent); - float3 c1 = cross(normal, float3(0.0, 0.0, 1.0)); - float3 c2 = cross(normal, float3(0.0, 1.0, 0.0)); - tangent = length(c1) > length(c2) ? c1 : c2; + float3 v1 = cross(normal, float3(0.0, 0.0, 1.0)); + float3 v2 = cross(normal, float3(0.0, 1.0, 0.0)); + tangent = length(v1) > length(v2) ? v1 : v2; binormal = cross(tangent, normal); }